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Eat Uranium

Wyrd bið ful ãræd

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12th July 2008

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#1 10 years ago

The point of this thread is to come up with suggestions that should require no modeling or animating etc - only changes to existing or writing of new code. Most of the following are what I would consider small changes or bug fixes.

  1. The inability of the breda 37 tripod to harm people (as discussed here) needs to be sorted out (and the gun added to more maps).
  2. Ammo counts on some weapons need to be changed: the lewis guns need 47 round mags, the lafette needs to be using belts and the italian pistol has too many mags.
  3. Either provision of grenades to the brit and german NCO kit (prefered) or removal of grenades from the italian kit.
  4. Ability for side specific APCs to act as mobile spawn points when occupied (i.e. a brit in a universal carrier causes it to act as a spawn, but a german or italian in it does not (and vice versa)).
  5. Standard APCs (sdkfz 251 and unarmed carrier) also able to spawn a single tripod mounted MG (which is not repairable once destroyed).
  6. Is it posible to make the universal carrier less bouncy, as well as a vesion armed with a boys rifle.
  7. Making the limited spawn kits only available to squad members.
  8. An 'ammo bag', capable of providing 1 or 2 magazines (but no grenades) to a player, given to the rifleman. Shape based on the factions LMG magazine to simulate squad members carrying extra magazines. Has only 1 use and acts like a supply crate (without vehicle supply or repair).
  9. German tanks using the short barreled 75mm provided with much less AP shot and much more HE shells.
  10. Stop the No4 scope crosshair from swaying when prone.
  11. Medication given to the medic pickup kits that can be used on 'revivable' players, not to revive them but to negate their death. The player can respawn immidiatly and causes no ticket loss. The killer gains no kills and the medic gains teamwork points. Simulates the stabilisation and removal of casualties from the battlefield.

I'd like to know what you think of my ideas (and if they are possible or not).




sn00x

People die if they are killed!

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23rd January 2008

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#2 10 years ago

one thing for sure, guns dont need less swaying, they need more, im a 98k marksman myself, and One thing i know for sure.. the guns need more direct, fast unaccurate swaying, in real u cant hold a gun like that, u might just see it moves a bit in fh2, a Bit, its way to easy the aim at a guy running over a field, and BOOM headshot. the game dosnt need a sniper rifle at all because of this, i can snipe u whitout a scope.. so the sniper really dont need less.

i really like the system in Brothers in arms, very realistic system




N24Reporter

Betatesting FH2 is fun

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24th October 2006

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#3 10 years ago

Ok lets see if you can be helped:

1. The inability of the breda 37 tripod to harm people (as discussed here) needs to be sorted out (and the gun added to more maps). Hmmm haven't seen this yet, as in testing the breda worked fine. I will have a look at it today.

2. Ammo counts on some weapons need to be changed: the lewis guns need 47 round mags, the lafette needs to be using belts and the italian pistol has too many mags. Iirc some Kits were altered to keep the balance, but as most weapons are an ongoing development, I'm sure some changes are still to come.

3.Either provision of grenades to the brit and german NCO kit (prefered) or removal of grenades from the italian kit. I think it was just chosen this way, as FH2 still has no italian smoke grenade to use for the it. NCO.

4. Ability for side specific APCs to act as mobile spawn points when occupied (i.e. a brit in a universal carrier causes it to act as a spawn, but a german or italian in it does not (and vice versa)). Don't know if this is possible, but some changes have been looked into the last weeks. So just wait a tad longer. 5.Standard APCs (sdkfz 251 and unarmed carrier) also able to spawn a single tripod mounted MG (which is not repairable once destroyed). Still a thing of the future, but we might see these as soon as the devs have more time, atm everyone is working their ass off for Normandy

6.Is it posible to make the universal carrier less bouncy, as well as a vesion armed with a boys rifle. Thx to Kev, we have a great vehicle coder, so such things will probably be fixed.

7. Making the limited spawn kits only available to squad members. This is already implemented for the mappers, as most kits have 1 count for a squadmember and only 1 instance for lone wolves. 8. An 'ammo bag', capable of providing 1 or 2 magazines (but no grenades) to a player, given to the rifleman. Shape based on the factions LMG magazine to simulate squad members carrying extra magazines. Has only 1 use and acts like a supply crate (without vehicle supply or repair). This is not possible due to the engine iirc. Ammoboxes cannot be coded to only give out certain types of ammo.

9. German tanks using the short barreled 75mm provided with much less AP shot and much more HE shells. Might be changed as soon as there is time for it.

10. Stop the No4 scope crosshair from swaying when prone. Hmmm I think that would be a bad idea as it would nerf the sniper too much. Sway is still only eyecandy, so just learn to use the center. 11. Medication given to the medic pickup kits that can be used on 'revivable' players, not to revive them but to negate their death. The player can respawn immidiatly and causes no ticket loss. The killer gains no kills and the medic gains teamwork points. Simulates the stabilisation and removal of casualties from the battlefield. This has been discussed to death and I don't think that it will ever make its way into FH2, as it just doesn't fit the philosophy. I'd like to know what you think of my ideas (and if they are possible or not).

Your ideas are ok, but rest assured that most of the points have already been looked at or are being tested atm. I think atm the team is more oriented at getting Normandy released than changing the layout of 2.15. If it weren't for Normandy we would have had 2.16 by a long time now. ;)




luftwaffe.be

The Internet ends at GF

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29th August 2005

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#4 10 years ago
1. The inability of the breda 37 tripod to harm people (as discussed here) needs to be sorted out (and the gun added to more maps). Hmmm haven't seen this yet, as in testing the breda worked fine. I will have a look at it today.

You realy need to have a look at the pick up deployable kit, it are those who are in big trouble.




Eat Uranium

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12th July 2008

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#5 10 years ago

Thanks for the feedback.

N24Reporter;479308310. Stop the No4 scope crosshair from swaying when prone. Hmmm I think that would be a bad idea as it would nerf the sniper too much. Sway is still only eyecandy, so just learn to use the center.

If thats the case, then sway needs to be added to the crosshair of the k98zf when prone.




Guest

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#6 10 years ago

Then that is probably part of the issue I'm having with long distance shots now (Probably most of the issue). Why would you sway the sight without swaying the shot. That just makes no sense. (Hope I don't have to resort to doing what I did when I screwed up the crosshairs in Rogue spear, ended up sticking a piece of paper on my screen where the bullets were going.)




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#7 10 years ago

Two more code suggestion/questions...

I noticed the Binocs have the spot velocity at 300. Wouldn't a faster velocity also flatten out the curve, Since distance in the Y plane due to gravity is time dependant. as it is right now we are looking at rifles firing at over twice that velocity and you know how much bullet drop you get with those. Since I'm going to assume the collision with unwanted obstacles can't be fixed can the collision mesh be made smaller.

From playing the game as a scout so much, I notice that what ever projectile it is "firing" is about the size of a Panzer IV (Feels like it) as it will hit your own player if he is anywhere ahead of you, and it will hit obstacles even if most of the vehicle is showing. Sure We would have to be more accurate with our Binocs but It would actually be more useful.

Lastly I noticed you can code in with python certain types of physics equations. (Artillery trajectory for one). Is it also possible to code friction into the game, thus possibly preventing rolling of tanks on hills? If "wheels" arn't rolling.

If they are "rolling", than is it possible to do the same sort of thing but set some sort of If() or while statement that has the motor give the equal and opposite torque to the wheels when throttle is zero to counteract the gravity caused roll?




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#8 10 years ago

All of your suggestions sound reasonable to me.

I really like the Idea of spawn vehicles and medics. I really miss medics on the battlefield right now. IMO Medics with the abilities you describe would not really change the outcome of a battle but maybe every now and than you could see one on the battlefield which would improve the atmosphere.




Von Mudra

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#9 10 years ago
Eat Uranium;4792716the lafette needs to be using belts

Yes :D




General_Henry

Veteran Tanker

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29th April 2006

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#10 10 years ago

could there be codes to stabilize a weapon? i hope this could be mimicking the weapon resting effects.




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